Forum Settings
       
Reply To Thread

Soo many questions?Follow

#1 Jun 04 2004 at 10:57 AM Rating: Decent
*
85 posts
I have had this game only about 2 weeks - I have created alot of characters (helps me understand the game). As I have played and learned I have questions that fall under no particular area - so any answers to any of them will help me!

In no order:

#A - What would be the best combo(race/class) for a pure tradskill character? With shared bank for 'goodies'.

#B - Fletching? How do you do this and is it worth it for a 'new' ranger? Or is it better to just buy arrows to start with? How do Quivers work - can you wear them?

#C - I am 'afraid' of the "lost body" that happens at level 10! So - if I die and have an alt that can retreive it - can I log the dead character out - log in the other one and drag/retrieve body to location - log back in the 'dead' one and it will be safe? (did that make any sense at all???)

#D - What classes can use pets? I know about the beastmaster, mage and necro - who else?

#E - How do the stats on weapons work - say I have a level 5 ranger - now I get a sword that has Delay 38 Damage 4 - but can hit for 10? Is the damage listed on the weapon an average? Is it dependant on my level? I am not sure what to look for in the way of weapons when I can upgrade.

#F - Forage - I seem to get alot of items that do Not sell to a merchant when I forage - how do you know if an item is worth keeping to sell? Or use in a tradeskill?

Thank you all so much for any/all answers you can provide. I love this game but the more I play the more I don't know!

#2 Jun 04 2004 at 11:10 AM Rating: Good
****
8,619 posts
a. Enchanter, that way you can make jewelry and since that is the only tradskill that is class dependant it's a good start. also you can make your own purified mana line for various combines.

b. it is very cheep to make the lower end arrows so it makes little difference. quivers are like a bag that auto-fills the ammo slot <6 slot>

c. yes it made sence and no you can't but worry not in the 3 years i have been playing i have had to request help on a grand total of 5 corpses and none of them was more than a quick tell to a friend.

d. Shaman, druid, cleric <kinda> shadowknight, enchanter thats about it.

e. damage is worked out using a secret SoE code but you want to go for a good ratio of high damage and low delay and work stats around that.

f. if it for tradeskills then it will tell you and these are the ones worth keeping but as a rule just horde them untill you find ut what they are for from you friendly local item list on allakhazam.

Quote:
I love this game but the more I play the more I don't know!
Addictive isn't it Smiley: smile

#3 Jun 04 2004 at 11:11 AM Rating: Good
Quote:
#C - I am 'afraid' of the "lost body" that happens at level 10! So - if I die and have an alt that can retreive it - can I log the dead character out - log in the other one and drag/retrieve body to location - log back in the 'dead' one and it will be safe? (did that make any sense at all???)


It's not so bad most of the time. Just try to do a /loc before you actually croak so you know exactly where you were. Also, make a hotkey for /corpse. You can effectively use this to drag your corpse by hitting it repeatedly while moving (once you've got close enough to it initially).

In order to drag a corpse, you have to give some permission. I'm pretty sure this can only be done if that character is logged in at that time, so I would say no. I've never tried it, though.

If all else fails, you can often get others to help you out on a corpse run. It's as simple as asking. I haven't had to do so thus far, but I've seen plenty of people who fight rougher stuff than I do who have. Everyone dies so everyone knows what it's like so sympathy for the corpse run is rampant.
#4 Jun 04 2004 at 11:15 AM Rating: Decent
**
514 posts
Fear of losing your body is very normal. I use to completely freak out and I had a cleric friend playing with me!!!!

With the new graveyard you can never actually lose it forever.

The worst case situation is you have a necro call your corpse to the zone in and you loot it. I have done this for some that have been in dungeons that were dificult to get back.

Plane of Fear is the only zone I know of that you can't safely zone in and call a corpse. Someone can correct me on this and if I am wrong please do so I don't go there blindly. You will not see Fear until your at a high level with a raid party so your body issue should by then not be a worry.

#5 Jun 04 2004 at 11:18 AM Rating: Decent
*
85 posts
Tarv - Thank you so much! Would a High Elf make a good enchanter? Sounds like it in the reading I have done?

TStephens - thanks - after I do /loc and get the numbers (location) how do I use these numbers - I have a compass - but no "radar" that shows me these numbers so I can coordinate them?

Jose - "graveyard"?? - what did I miss?? I don't know what this is?

Nice to see I am not the only one 'afraid of death' LOL

You guys are awesome! Thanks!!



Edited, Fri Jun 4 12:17:40 2004 by mappam
#6 Jun 04 2004 at 11:26 AM Rating: Decent
Tarv mentioned that Jewelerly is the only tradeskill that is class-specific. Only Shamen can do alchemy (with any success) and Gnomes can do Tinkering (again, with the best success).
#7 Jun 04 2004 at 11:26 AM Rating: Decent
***
2,015 posts
Quote:
I die and have an alt that can retreive it
Yes you can. Make sure you /consent your alt before you log. You won't be able to rez yourself obviously, but you will be able to drag your corpse to a more suitable recovery area.

When your Monk is camping Raster in Lower Guk, it is nice to know you don't need an expensive corpse summon. You log on your NON-KoS-to-the-live-froggies alt and drag the corpse to the entrance.
#8 Jun 04 2004 at 11:28 AM Rating: Good
****
8,619 posts
Quote:
Only Shamen can do alchemy (with any success) and Gnomes can do Tinkering (again, with the best success).
Absolutly correct Aardvarkgod i forgot about them 8o)

Alchemy is a very good money earner attually.

yes high elf enchanter is good as they have high charisma to aid buying/selling.

#9 Jun 04 2004 at 11:39 AM Rating: Decent
**
405 posts
#B - Fletching. There used to be a really good website on the fletching tradeskill that is no longer up and running Smiley: cry. As a ranger or warrior you definitely will want to take up fletching for both provisioning yourself (and as a hobby). With the fletching tradeskill you can make two types of items: arrows and bows. It's best normally to "skill-up" on arrows, largely because you can buy stacks of components 20 at a time. Some of the bow components can get rather pricey.

You definitely will want a high wisdom as a Ranger when learning the fletching tradeskill. It’s a good idea purchasing some wisdom enhancing equipment and storing it in the bank for when your trying to advance in the tradeskill. Fletching overall is pretty easy to advance in, but you will want to watch your overall costs. Since this is your first character some of the bows you can make are far superior to what you can buy from the vendors. Eventually you will want to make a couple of bows for your Ranger, before you can afford the magical bows in the Bazaar.

To fletch is pretty easy. First you buy a fletching kit (a couple of platinum) and four of each of the fletching components: arrow head, shaft, fletch, and nock. Normally you will by a stack of 20 of these at a time, hence you have 20 chances to advance in your skill. Almost all of the arrows under level 200 can be purchased from vendors, hence there is zero farming needed for this skill (at the early levels). Woot.

When fletching you will make arrows that have better range and slightly better damage, and you will use these while adventuring. Some arrows you will make simply because they have a lower trivia level and are cheaper to make. These you make just for “skill-ups” and normally sell back to the vendor at a slight loss (or try selling these in the Bazaar for a dirt cheap price). Eqtraders.com has all of the recipes for making the arrows. Watch the trivial to cost ratio very carefully. For most lower end arrows one of each of the four components will produce 5 arrows per successful attempt.

One last word of advice concerning archery, you can fire off arrows while running backwards. If your bow and arrow has good range you might be able to get off a couple of shots before the mob moves into melee distance. The range is a combination of the range of bow + range of arrow. Range is your friend. The more you can “soften” up the mob with damage before he hits you the better.
#10 Jun 04 2004 at 11:44 AM Rating: Good
The coordinates are like X,Y,and Z coordinates on a topographic map of the zone. Z is height, so it's pretty easy to figure out. + is up, - is down, just like sea level. Now, let's drop the Z and focus on X and Y. Remember your 4 quadrants of a grid? The center is 0,0, Quadrant I has numbers that are both positive (+,+), Quadrant II has a negative and a positive (-,+), Quadrant III has both negative numbers (-,-) and Quadrant IV has a positive and a negative (+,-).

To navigate back to your corpse, note your current position compared to the /loc coordinates you got when expiring. Move straight in one compass direction (North, or South) a few steps. Compare the numbers again. If one of the numbers got closer, you moved in the right direction. As soon as you figure out whether you need to go North or South, do the same thing for East and West. Then, just turn to the compass heading that seems to guide you towards your corpse best. Follow it , making adjustments and detours as needed, until the numbers match. DO NOT wander through lava, monster camps, etc. blindly just because the numbers lead you there. It's still fatal. I say that not so much because you would think those things were ok, but because it's possible to forget if you're just following the numbers.

I'm not sure of the zero point is the center of each zone or what, because I never pay much attention to /loc unless I need it. With the downloadable maps, which I cannot praise enough by the way, I just glance at those most of the time. It's faster and easier. Also, following those numbers just seemed kind of like a given to me. I never really gave it much thought til you asked. I just did it.

Graveyard - There's a zone just for corpses. After your corpse has been laying there for a certain period of time, it vanishes and reappears in the graveyard zone where all you have to do is go loot it. No mobs, no hassles. I've never been to it yet, but there's a guy at one of corner walls outside Queynos that offers to send you there if you need. I'm sure there are lots of others elsewhere also.
#11 Jun 04 2004 at 12:03 PM Rating: Decent
*
85 posts
Wow - my printer is going to run out of ink with all these fabulous tips!!

TS - super info on /loc! This will help my fear a little. (at least I will be able to tell someone where it is LOL).

Val - same thing with the Fletching info!! Need to gather some $$ so I can try this!

baron, Dot and tarv - thank you so much!
#12 Jun 04 2004 at 3:06 PM Rating: Decent
**
500 posts
This is the best place to get answers (I have been playing for a couple of years and still come here for answers).

A lot of good answers already, so I will keep it brief.

a) Echo Hi Elf Chanter for JC - magic (stat) jewelry requires enchanted bars to make (along with gem) and only chanters can enchant bars. Read up on JC before starting, there are a bunch of great guides out there.

c) Don't let this hold you back, it is a bit of a pain to have to go loot your body but not a huge problem (especially with the new shadowrest area). Get in the habit of typing /loc anytime you drop below 50% health and then you can scroll up to see where you corpse is if you end up dying. Clerics (and pallys later) get rez line of spells that automatically bring you back to your corpse and recover some of your lost exp. Necros can summon corpses to zoneline for you.

Also, there is a quest in befallen that gets you a rod that helps you locate your corpse.

d)chanters get pets, but they dont do anything until you are attacked (no control), so all pet classes are not equal.

e) Quick answer is that a short delay means more swings in a set amount of time, while higher dmge means that you can do more when you connect. Sometimes a fast weapon is more valuable than a slow one that does more damage.

f) Forage you will get a wide range of stuff (from junk to food/water to some tradeskill items). Since it doesnt cost any mana, just practice to get this up (rangers often discard the junk).

Overall, just keep playing and trying new things - best thing about EQ is that there is a lot to do and see (especially when it is all new).
#13 Jun 04 2004 at 5:41 PM Rating: Decent
*
85 posts
Thanks Rickea - good answers! Easy to follow and understand!
#14 Jun 19 2004 at 12:29 PM Rating: Decent
Concerning pet classes: Bards can charm and get pets too, but you have to keep reapplying the charm every 12-18ish seconds, so it's not quite the same as a pet class. Enchanters charm pets too, but their charm usually lasts longer.

Concerning tradeskills: Rogues are the only class that can make poison, but also the only class that can use it, so I'm not sure that poisonmaking is all that great a moneymaking tradeskill.

How to know that something is used in a tradeskill: Inspect the item, and it will say something like "This item can be used in tradeskills."

I hate losing my corpse too. I have the Loc command hotkeyed so I can spam it if I think I'm going to die. :) It's not as big a deal w/ the new graveyard, but still, dying is no fun. But really, I haven't died overmuch; it's usually not hard to tell when it's time to run for it.
#15 Jun 19 2004 at 1:08 PM Rating: Good
http://www.eqrangers.com/trades.htm
#16 Jun 19 2004 at 5:59 PM Rating: Good
**
564 posts
Okay, for a bit easier explanation to understand than TStephens about the coordinates...

The first number is your vertical position on the map, with the positive number being north, negative being south. The second number is your horizontal position, with positive being east, negative being west. The third number is as he said, elevation.

So if you were at 24,15,0 and wanted to go to 50,15,0 you would run north(north is positive for the first column). If you are at 24,15,0 and had to get to 24,-50,0 you would run west.
#17 Jun 19 2004 at 6:11 PM Rating: Good
SOE are idiots, why do you think they are called XY coordinates? SOE has decided they will be YX coordinates from here on out, no wonder it always confused me.
#18 Jun 19 2004 at 6:24 PM Rating: Decent
Quote:
With the new graveyard you can never actually lose it forever.



that is unless your corpse isnt in the graveyard and you get no answer to either in game or out of game petitions

#19 Jun 19 2004 at 6:28 PM Rating: Decent
*
197 posts
Concerning corpse location: Bards get a song at level 4 that locates corpses. I play a bard and am always glad to help other players out on locating their corpse. I only had trouble once, when the person's corpse had fallen into a wall!! (We retrieved it, btw. :-) ) I am sure other bards are willing to help out as well.

Trebbleclef Penniewhistle
Bard of the 57th season
Lanys T'yl
#20 Jun 19 2004 at 8:53 PM Rating: Decent
I have died, given consent to my offline alt, then logged on and dragged my own corpse. It does work.
#21 Jun 20 2004 at 2:40 AM Rating: Good
Liberal Conspiracy
*******
TILT
Yeah, I drag my alt corpses all the time. Lvl 30 dies in SolA, consent bard main, drag corpse to ZL, log back in alt and go back to business.

Quote:
Plane of Fear is the only zone I know of that you can't safely zone in and call a corpse. Someone can correct me on this and if I am wrong please do so I don't go there blindly.
Howling Stones has some mobs at Zone In that're a nasty suprise if you're not expecting them. Plane of Growth has some Zone In mobs as well which only matters if you're evil or blew your PoG faction. PoHate used to be a dangerous zone in but it's pretty safe now. That and Fear are the only insta-gank zones that I can think of -- usually zone in's are pretty safe, abandoned trains aside.
____________________________
Belkira wrote:
Wow. Regular ol' Joph fan club in here.
#22 Jun 20 2004 at 2:48 AM Rating: Decent
*
81 posts
Thankfully I have never met a Bard that was not willing to drag a corpse....then of course, I have dragged one or two corpses for the players that were, well, let me say, were less than polite. I still will pull one for free, tis a matter of Honor.

As to bard pets, I HATE them. But they do come in very handy at times...those times in particular that I am running and screaming for the Gods to have mercy....
#23 Jun 20 2004 at 3:03 AM Rating: Good
Liberal Conspiracy
*******
TILT
Quote:
Bards can charm and get pets too, but you have to keep reapplying the charm every 12-18ish seconds, so it's not quite the same as a pet class.
Only true of the first charm bards get. Later ones last a minute.
____________________________
Belkira wrote:
Wow. Regular ol' Joph fan club in here.
#24 Jun 20 2004 at 4:35 PM Rating: Decent
Hmmm interesting to hear about the graveyard option. Anyone know the specific names and zones of any of the NPCs who can offer to get you to the graveyard?
#25 Jun 20 2004 at 6:35 PM Rating: Decent
*
81 posts
Quote:
Hmmm interesting to hear about the graveyard option. Anyone know the specific names and zones of any of the NPCs who can offer to get you to the graveyard?



Having logged my Sk in an immediately killing her (I had not played in months) I decided to fetch her the next day. Well, I forgot. So I can attest that there is an NPC in the East Commons tunnel, of course I do not remember the name though.
#26 Jun 20 2004 at 6:58 PM Rating: Decent
Jophiel wrote:
Only true of the first charm bards get. Later ones last a minute.


Oh, yeah, forgot about that. :) Oopsie. Thanks for pointing that out.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 163 All times are in CST
Anonymous Guests (163)